770 resultados para virtual learning environment
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Este estudo tem como principal objectivo compreender de que modo os alunos de 1.º ano de escolaridade desenvolvem estratégias de cálculo mental, num contexto de resolução de problemas de adição e subtracção. Para tal, procurou responder-se a três questões: a) Que estratégias de cálculo mental são utilizadas pelos alunos na resolução de problemas de adição e subtracção?; b) De que modo evoluem essas estratégias?; e c) Será que o significado da operação de adição ou subtracção, presente no problema, influencia a estratégia de cálculo mental utilizada na sua resolução? Tendo em conta a problemática do estudo, seguiu-se uma metodologia de natureza qualitativa, tendo sido realizados três estudos de caso. O trabalho de campo deste estudo foi realizado numa turma do 1.º ano do 1.º ciclo do ensino básico, da qual sou professora, tendo sido concluído no início do ano lectivo seguinte, quando os alunos frequentavam o 2.º ano de escolaridade. Os alunos em estudo resolveram três cadeias de problemas, contemplando os diferentes significados das operações de adição e subtracção: as primeiras duas cadeias foram resolvidas a pares, na sala de aula, e a última foi resolvida individualmente, apenas pelos alunos que constituíram os casos e fora da sala de aula. Os registos realizados pelos alunos aquando da resolução dos problemas, juntamente com as gravações áudio, vídeo e as notas de campo, constituíram-se como as principais fontes de recolha de dados. Os dados permitem afirmar que as estratégias de cálculo usadas pelos alunos evoluíram de estratégias elementares baseadas em contagem e na utilização de factos numéricos, para estratégias de cálculo mental complexas, aditivas ou subtractivas das categorias 1010 e N10. Foi possível identificar uma preferência por estratégias aditivas do tipo 1010 na resolução dos problemas de adição e, na resolução dos problemas de subtracção, as estratégias utilizadas pelos alunos variaram com o significado presente em cada problema: foram usadas estratégias subtractivas do tipo 1010 em problemas com o significado de retirar e, na resolução dos problemas com os significados de comparar e completar, de um modo geral, os alunos utilizaram estratégias aditivas do tipo A10, pertencente à categoria N10. Os dados apontam também para uma possível influência do ambiente de aprendizagem na utilização de estratégias de cálculo mental mais eficientes, particularmente a nível da estratégia aditiva do tipo 1010. Os dados permitem ainda concluir que alunos do 1.º ano são capazes de desenvolver e utilizar estratégias de cálculo mental, referidas na literatura a que tive acesso (por exemplo, Beishuizen, 1993; 2001; Buys, 2001; Cooper, Heirdsfield & Irons, 1995; Thompson & Smith, 1999), associadas a alunos mais velhos. Deste modo, os resultados deste estudo salientam a necessidade de, em ambientes de aprendizagem enriquecedores, o professor promover o desenvolvimento de estratégias complexas de cálculo mental, evoluindo para além das estratégias de cálculo elementares, habitualmente associadas aos alunos mais novos.
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Multiple-Choice items are used in many different kinds of tests in several areas of knowledge. They can be considered an interesting tool to the self-assessing or as an alternative or complementary instrument to the traditional methods for assessing knowledge. The objectivity and accuracy of the multiple-choice tests is an important reason to think about. They are especially useful when the number of students to evaluate is too large. Moodle (Modular Object-Oriented Dynamic Learning Environment) is an Open Source course management system centered around learners' needs and designed to support collaborative approaches to teaching and learning. Moodle offers to the users a rich interface, context-specific help buttons, and a wide variety of tools such as discussion forums, wikis, chat, surveys, quizzes, glossaries, journals, grade books and more, that allow them to learn and collaborate in a truly interactive space. Come together the interactivity of the Moodle platform and the objectivity of this kind of tests one can easily build manifold random tests. The proposal of this paper is to relate our journey in the construction of these tests and share our experience in the use of the Moodle platform to create, take advantage and improve the multiple-choices tests in the Mathematic area.
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Dissertação apresentada à Escola Superior de Educação de Lisboa para obtenção de grau de mestre em Educação Matemática na Educação Pré-Escolar e nos 1º e 2º Ciclos do Ensino Básico
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Dissertação apresentada para obtenção do grau de Mestre em Educação Matemática na Educação Pré-Escolar e nos 1º e 2º Ciclos do Ensino Básico na especialidade de Didática da Matemática
Arte d’escrita desenvolvimento da escrita em alunos de língua materna e alunos de língua não materna
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Projeto de Intervenção apresentado à Escola Superior de Educação de Lisboa para obtenção de grau de Mestre em Didática da Língua Portuguesa no 1.º e 2.º Ciclos do Ensino Básico
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Relatório apresentado à Escola Superior de Educação de Lisboa para obtenção de grau de mestre em Ensino do 1º e do 2º Ciclos do Ensino Básico
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Serious games are starting to attain a higher role as tools for learning in various contexts, but in particular in areas such as education and training. Due to its characteristics, such as rules, behavior simulation and feedback to the player's actions, serious games provide a favorable learning environment where errors can occur without real life penalty and students get instant feedback from challenges. These challenges are in accordance with the intended objectives and will self-adapt and repeat according to the student’s difficulty level. Through motivating and engaging environments, which serve as base for problem solving and simulation of different situations and contexts, serious games have a great potential to aid players developing professional skills. But, how do we certify the acquired knowledge and skills? With this work we intend to propose a methodology to establish a relationship between the game mechanics of serious games and an array of competences for certification, evaluating the applicability of various aspects in the design and development of games such as the user interfaces and the gameplay, obtaining learning outcomes within the game itself. Through the definition of game mechanics combined with the necessary pedagogical elements, the game will ensure the certification. This paper will present a matrix of generic skills, based on the European Framework of Qualifications, and the definition of the game mechanics necessary for certification on tour guide training context. The certification matrix has as reference axes: skills, knowledge and competencies, which describe what the students should learn, understand and be able to do after they complete the learning process. The guides-interpreters welcome and accompany tourists on trips and visits to places of tourist interest and cultural heritage such as museums, palaces and national monuments, where they provide various information. Tour guide certification requirements include skills and specific knowledge about foreign languages and in the areas of History, Ethnology, Politics, Religion, Geography and Art of the territory where it is inserted. These skills are communication, interpersonal relationships, motivation, organization and management. This certification process aims to validate the skills to plan and conduct guided tours on the territory, demonstrate knowledge appropriate to the context and finally match a good group leader. After defining which competences are to be certified, the next step is to delineate the expected learning outcomes, as well as identify the game mechanics associated with it. The game mechanics, as methods invoked by agents for interaction with the game world, in combination with game elements/objects allows multiple paths through which to explore the game environment and its educational process. Mechanics as achievements, appointments, progression, reward schedules or status, describe how game can be designed to affect players in unprecedented ways. In order for the game to be able to certify tour guides, the design of the training game will incorporate a set of theoretical and practical tasks to acquire skills and knowledge of various transversal themes. For this end, patterns of skills and abilities in acquiring different knowledge will be identified.
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In order to provide a more flexible learning environment in physics, the developed projectile launch apparatus enables students to determine the acceleration of gravity and the dependence of a set of parameters in the projectile movement. This apparatus is remotely operated and accessed via web, by first scheduling an access time slot. This machine has a number of configuration parameters that support different learning scenarios with different complexities.
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Students of a Cardiopulmonary Sciences curriculum in a Portuguese higher education institution have shown poor learning outcomes and low satisfaction on a course about lung function tests. A transmissive pedagogical approach, mainly based on lectures, was the common teaching practice. Aiming for a change, PBL was considered as a powerful alternative and also as a contribution for progressively innovating the curriculum. Purpose: to create PBL activities in a lung function tests course. to describe their implementation, to analyse the effects of PBL integration in students’ performance and attitudes, to characterize the generated learning environment.
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Learning computer programming requires solving programming exercises. In computer programming courses teachers need to assess and give feedback to a large number of exercises. These tasks are time consuming and error-prone since there are many aspects relating to good programming that should be considered. In this context automatic assessment tools can play an important role helping teachers in grading tasks as well to assist students with automatic feedback. In spite of its usefulness, these tools lack integration mechanisms with other eLearning systems such as Learning Management Systems, Learning Objects Repositories or Integrated Development Environments. In this paper we provide a survey on programming evaluation systems. The survey gathers information on interoperability features of these systems, categorizing and comparing them regarding content and communication standardization. This work may prove useful to instructors and computer science educators when they have to choose an assessment system to be integrated in their e-Learning environment.
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Existent computer programming training environments help users to learn programming by solving problems from scratch. Nevertheless, initiating the resolution of a program can be frustrating and demotivating if the student does not know where and how to start. Skeleton programming facilitates a top-down design approach, where a partially functional system with complete high level structures is available, so the student needs only to progressively complete or update the code to meet the requirements of the problem. This paper presents CodeSkelGen - a program skeleton generator. CodeSkelGen generates skeleton or buggy Java programs from a complete annotated program solution provided by the teacher. The annotations are formally described within an annotation type and processed by an annotation processor. This processor is responsible for a set of actions ranging from the creation of dummy methods to the exchange of operator types included in the source code. The generator tool will be included in a learning environment that aims to assist teachers in the creation of programming exercises and to help students in their resolution.
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Dissertação apresentada à Escola Superior de Educação de Lisboa para obtenção do grau de Mestre em Ciências da Educação Especialidade Intervenção Precoce
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Measuring the quality of a b-learning environment is critical to determine the success of a b-learning course. There are a lot of materials related to the quality process, namely different approaches and perspectives but none of them is specific of the product of a b-learning context. In this paper we identify the indicators that should be analyzed in order to determine the quality of a b-learning course, since its success reflect not only the student’s perception, but also what should be taken into account. B-Learning environments are relatively new and combine educational characteristics with technological elements that support the learning process and the training delivery. Our main objective is to know what a high quality b-learning environment is in students’’ perception and what are the main quality dimensions of these courses, in the perspective of the products and services offered. After a literature review concerning the quality process and in particular the b-learning quality field, a structure that provides the main elements that should be evaluated by students when we are measuring the quality and the success of b-learning product/services was created. The structure obtained was applied to a case study of the Polytechnic Institute of Oporto. Results presented will help institutions to deliver services with more quality and improve their long-term competitiveness.
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The concepts and instruments required for the teaching and learning of geometric optics are introduced in the didactic processwithout a proper didactic transposition. This claim is secured by the ample evidence of both wide- and deep-rooted alternative concepts on the topic. Didactic transposition is a theory that comes from a reflection on the teaching and learning process in mathematics but has been used in other disciplinary fields. It will be used in this work in order to clear up the main obstacles in the teachinglearning process of geometric optics. We proceed to argue that since Newton’s approach to optics, in his Book I of Opticks, is independent of the corpuscular or undulatory nature of light, it is the most suitable for a constructivist learning environment. However, Newton’s theory must be subject to a proper didactic transposition to help overcome the referred alternative concepts. Then is described our didactic transposition in order to create knowledge to be taught using a dialogical process between students’ previous knowledge, history of optics and the desired outcomes on geometrical optics in an elementary pre-service teacher training course. Finally, we use the scheme-facet structure of knowledge both to analyse and discuss our results as well as to illuminate shortcomings that must be addressed in our next stage of the inquiry.
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Currently, the teaching-learning process in domains, such as computer programming, is characterized by an extensive curricula and a high enrolment of students. This poses a great workload for faculty and teaching assistants responsible for the creation, delivery, and assessment of student exercises. The main goal of this chapter is to foster practice-based learning in complex domains. This objective is attained with an e-learning framework—called Ensemble—as a conceptual tool to organize and facilitate technical interoperability among services. The Ensemble framework is used on a specific domain: computer programming. Content issues are tacked with a standard format to describe programming exercises as learning objects. Communication is achieved with the extension of existing specifications for the interoperation with several systems typically found in an e-learning environment. In order to evaluate the acceptability of the proposed solution, an Ensemble instance was validated on a classroom experiment with encouraging results.